Perimeter update

First, a little update about the Perimeter campaign. We did the armor timers on the structures yesterday without opposition. It feels a bit disappointing because it could have been a funny battle (and a good show for Hi-sec residents, too), but…

And, on top of that, some corrections over my last post. I wrote that we were deploying a faction Fortizar (and it’s true) but somehow I didn’t realize that we were deploying a Keepstar just next to it (probably was deployed later, judging by the time it finished deploying). We are talking about the first Keepstar deployed on High Security ever. Destroying it without capital and super capital fleets is going to be really hard for anyone who wants to try.

Burning Perimeter

A couple of weeks after the end of the war, we’ve started a new campaign. This time is a different kind of beast, as we are engaging in High-security space.

It’s been about 10 years since the last time I had a fight on High-sec, I didn’t even have an Overview ready for this and judging for what I hear on comms, most “testies had never been on a High-sec war.

We’ve started the campaign by reinforcing some enemy citadels on Perimeter , just 1 jump ahead from Jita (the main trading hub in the game). We were expecting some oposition (judging by the War declarations that came yesterday) but for now, we are just bashing structures and creating TiDi around us.

List of declared wars
List of current wars

We’ve gone into several fleets simultaneously attacking different structures each one, to maximize the number of citadels reinforced in one go.

The first reinforced citadel (by the fleet I was on) was a Fortizar (Perimeter Planet V Panfam Secured Hub). Its armor timer will come out tomorrow during EUTZ.

After that, we’ve come after a small refinery (IChooseYou Tatara Max Reprocess). By then, it seemed pretty clear that they weren’t coming to fight today. Too bad, because I don’t know if tomorrow I’ll arrive home in time to be fighting, and bashing structures without opposition is boring.

Citadel under attack

And finally, we were to the Sotillo (IChooseYou Sotiyo) to help another of our fleets end it before docking up again.

Fortizar deploying

Of course, we also have our own Fortizar deploying now (a faction one, this time). It will be online (or dead) by tomorrow. Having a Fortizar next door to Jita will probably mean that we will have to come and defend it every now and then. This may be interesting (content!!) or a chore, depending on who comes to attack it. Time will tell.

The perfect game

I want to talk about some features that I’m attracted to in MMOs. It doesn’t mean that they are 100% necessary for me to enjoy a game, in fact, some of them may exclude others, but if a game has some of this characteristics I would probably turn my attention towards it.

Probably, there is not a single game that gets them all, and it will never be. Actually, I’m pretty sure that if a game tried to grab all my “amazing features” at the same time it would become some kind of Frankenstein monster that nobody (even me) would want to play.

Now, what would make this amazing terrible Frankenstein game need?

Skill progression

This can actually mean two different things, and I am ok with both.

It can be skills instead of levels, as EVE or Wurm Online do, where your character is always evolving, but there is not a single number defining your power. Your character may be the best in one aspect of the game, but terrible in another, but you aren’t more or less powerful in absolute terms just because of that.

A small part of the EVE skill tree

Another view could be skills and levels. Everquest, for instance, has this system where you will get levels as you accumulate XP, but your skills will improve when you use them. So, if somebody helps you power-leveling a tank, you will end at max level, but with 0 (or close by) blocking or parrying skills. Or, in other words, you will not be a tank at all.

This accent on skills can become grindly depending on how long does it takes to level them, and has the risk of you becoming a kind of Jack of all trades, but master of none if you are not planning thing beforehand. But at the same time

Catch up systems

I’m thinking about two different things, again. The first is the one you can see in a lot of veteran games. It’s basically a way to level faster at least up to some point close enough to be able to play with veterans. I personally don’t like the “Max level instantly”, at least for the first character, but being able to level with just the main story, or avoiding the grind for old reputations helps a lot if you are arriving “late” to the game.

There is a variation that also looks cool. It’s the level-syncing (think ESO). It looks great on paper, but if you get into the game alone, it can be tricky to find groups at first.

The second one is more controversial. I’m talking about short term caching. Some system that guarantees that a player who has lees free time to play don’t fall too far behind the most hardcore ones. It’s actually dependent of the type of game. I mean, for the usual theme park I don’t mind at all leveling slower than other more dedicated people. If they are puting the effort, they deserve to get there first.

But thinking of a game like Eve, if I hadn’t be able to level my skills offline, I would probably abandoned the game after a week. There are some games where leveling the table is important. Of course, somebody that is playing  hours a day, 7 days a week would have more money or learn more about PvP than me, playing more casually and I am absolutely OK with that.

Deep crafting system

Maybe deep is not the right word, but it has to be something more than collect materials -> click button -> receive the item.

My favorite (of those that I’ve known) was Star Wars Galaxies. You had some generic requirements like: “200 units of metal” and you could use any metal you had. But each kind of metal had different properties like weight, strength… that affected to the stats of the crafted item. On top of that, you could try to improve the result with some research points (I don’t remember the exact name). So, in the end, crafting the same item would yield a lot of different results. A bit tankier, a bit quicker… Amazing.

Meaningful player impact

I came to MMOs coming from RPGs. I want to shape the world. It can be in subtle ways, it may need the cooperation of a lot of players, it can (probably should) have limitations, but it has to be something.

EVE, or Wurm are again great examples of what you can do. In EVE you have the high sec areas where players are (up to some point) limited in how they can change the universe. Sure, you can go and kill somebody, or deploy a citadel, but the 4 NPC factions control and shape that areas and that’s all. But as soon as you move to low sec, J-space or null sec, there is a ton of things players can influence. In low sec (parts of it, at least) you can help one of the 4 main factions gain control of a solar system. In null, they simply don’t exist. There are some NPC pirate areas and thousands of systems directly ruled by player alliances. The map changes daily. Empires fall and rise…

Wurm is actualy quite different. There are some PvP servers that actually are similar to null sec Eve, but most people play on PvE servers. There are vast areas of land that you can terraform, mine, buid, develop…

Wurm online terraforming and building.

Yoou can pay and get a deed anywhere you want, except overlaping to other deeds, that (on PvE servers) would stop other people to modify. You can even drop massive amounts of dirt or sand over the water and create a new island.


There are a few more cool things like a complex player driven economy or incentives to cooperate but, in the end, I’ve found they are more subtle, harder to find unless you really try the game and stay for a while.

And maybe that’s the key. You can think a lot about what kind of game would truly be your “perfect” game but, in the end, you try a game and you enjoy it or not. With its virtues, its flaws, its community; thanks to them or despite them.

Issues I have with (some) expansions

This is my second post during BlaugustReborn.

Today I want to talk about Expansions (DLC’s, seasons… you name it). More specifically about some issues I have with expansions.

  1. Poorly named expansions. I’ve played (on and off) EVE for 11 years now, and I barely can connect one expansion with their content. There have been 16 expansions untill now with names as descriptive as “Inferno“, “Castor“, “Trinity“, “Kronos“… Now, with some more “story-driven” MMOs, the thing can work (think Legion for WoW), but EVE is more like… “Take these new mechanics and this balance pass. This is your new expansion”. So I have an approximate idea of when some systems become a part of the game, but don’t ask me the name related to them.
  2. The overwhelming pack. This is obviously a personal thing. Probably people who have played the gamefor a while will know about the expansions and will have their memories but… Think for a second: Everquest has 24 so far. Final Fantasy XI has 11 (including what they call Add-ons). And given that we are talking about old school games, there is not much hand holding there so, if you’ve never played these games, good luck figuring out what or where you’re supposed to be at your level.
  3. But wait, there’s more! You know this really good game, with immersive lore and a good story that, in the end, leads you and your friends to kill that powerful demigod that was going to destroy your world? Well, now the expansion hits, and you know what? That demigod’s mom is not happy about it. So get ready and begin killing bears and picking flowers again, because we need you to save the world again. I understand that some level of epicity is needed, but “end of the world” scenarios every other week gets boring soon.
  4. Should have been at launch. Main two offenders that come to my mind are not strictly MMOs although they “have” an online component. Let’s talk about No Man’s Sky, first. They promised multiplayer (and a few other things). Two years later, they’ve finally managed to deliver. I’m ok with some features coming after launch, and I understand that on launch week servers are not going to be very reliable but they knew that multiplayer was not going to be ready at launch, nor “around lunch”. They simply lied. And my second example is Elite: Dangerous. They launched the game unfinished (planet landings come to my mind, there were more), but they came clear (at first). They warned us that some parts were not going to make it in time, but they will patch in the future. But later they announced “Horizons”, the first expansion, that will include a lot of the missing features… for those who would buy the expansion. What? We’ve already paid for that!
  5. Aaaaand that’s it! I really enjoy Star Trek Online. It has its defects, of course, but the setting, the division of quest in episodic arcs, voice-acting… I love this game. But 6 quest and 1 single queue? You can’t call that “Expansion”. That is a patch. Yes, I know, 2 new races, a few ships… But for people that’s been playing for some time, it’s not much content. On the plus side, it’s free, as all the expansions on STO.

Of course, there is a lot of good parts that I enjoy about expansions, too. They add content to games I like, they usually attract new players… But I will write about it in another (non-ranting) post.